Logic auto: Difference between revisions
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Warning:Attempting to directly access or modify the player may cause Access Violation errors, because the outputs are fired before the player has spawned. Adding a slight time delay may overcome this.
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{{base point|logic_auto}} | |||
== Entity description == | |||
[[File:logic_auto.png|left]] Fires [[output]]s immediately after a map loads, unlike most other entities that wait for input first. It can be set to check a [[env_global|global state]] before firing, which allows you to fire events based on what took place in a previous map. | |||
If the "Remove on fire" flag is set the <code>logic_auto</code> is deleted after firing. {{todo|This ''may'' cause problems with delayed outputs.}} | If the "Remove on fire" flag is set, the <code>logic_auto</code> is deleted after firing. {{todo|This ''may'' cause problems with delayed outputs.}} | ||
{{warning|Attempting to directly access or modify the player may cause Access Violation errors, because the outputs are fired before the player has spawned. Adding a slight time delay may overcome this.}} | {{warning|Attempting to directly access or modify the player may cause Access Violation errors, because the outputs are fired before the player has spawned. Adding a slight time delay may overcome this.}} | ||
== Keyvalues == | == Keyvalues == | ||
{{KV|Global State to Read|choices|If set, this specifies a global state to check before firing. The <code>OnMapSpawn</code> output will only fire if the global state is set.}} | |||
:{| class=standard-table | |||
! Value || Description | |||
: | |- | ||
| <code></code> || --- None --- | |||
|- | |||
| <code>gordon_precriminal</code> || Gordon pre-criminal | |||
|- | |||
| <code>antlion_allied</code> || Antlions are player allies | |||
|- | |||
| <code>suit_no_sprint</code> || Suit sprint function not yet enabled | |||
|- | |||
| <code>super_phys_gun</code> || Super phys gun is enabled | |||
|- | |||
| <code>friendly_encounter</code> || Friendly encounter sequence (lower weapons, etc.) | |||
|- | |||
| <code>gordon_invulnerable</code> || Gordon is invulnerable | |||
|- | |||
| <code>no_seagulls_on_jeep</code> || Don't spawn seagulls on the jeep | |||
|- | |||
| <code>is_console</code> || Game is running on a console | |||
|- | |||
| <code>is_pc</code> || Game is running on a PC | |||
|} | |||
== Flags == | == Flags == | ||
* 1 : Remove on fire | * 1 : Remove on fire | ||
== Outputs == | == Outputs == | ||
{{IO|OnMapSpawn|Fired when the map is loaded for any reason.}} | |||
{{IO|OnNewGame|Fired when the map is loaded to start a new game.}} | |||
{{IO|OnLoadGame|Fired when the map is loaded from a saved game.}} | |||
{{IO|OnMapTransition|Fired when the map is loaded due to a level transition.}} | |||
{{IO|OnBackgroundMap|Fired when the map is loaded as a background to the main menu.}} | |||
{{IO|OnMultiNewMap|Fired only in multiplayer, when a new map is loaded.}} | |||
{{IO|OnMultiNewRound|Fired only in multiplayer, when a new round is started. Only fired in multiplayer games that use round-based gameplay.}} | |||
Revision as of 22:53, 8 June 2011
Entity description
Fires outputs immediately after a map loads, unlike most other entities that wait for input first. It can be set to check a global state before firing, which allows you to fire events based on what took place in a previous map.
If the "Remove on fire" flag is set, the logic_auto
is deleted after firing.
Todo: This may cause problems with delayed outputs.

Keyvalues
- Global State to Read ([todo internal name (i)]) <choices>
- If set, this specifies a global state to check before firing. The
OnMapSpawn
output will only fire if the global state is set.
Value Description --- None --- gordon_precriminal
Gordon pre-criminal antlion_allied
Antlions are player allies suit_no_sprint
Suit sprint function not yet enabled super_phys_gun
Super phys gun is enabled friendly_encounter
Friendly encounter sequence (lower weapons, etc.) gordon_invulnerable
Gordon is invulnerable no_seagulls_on_jeep
Don't spawn seagulls on the jeep is_console
Game is running on a console is_pc
Game is running on a PC
Flags
- 1 : Remove on fire
Outputs
- OnMapSpawn
- Fired when the map is loaded for any reason.
- OnNewGame
- Fired when the map is loaded to start a new game.
- OnLoadGame
- Fired when the map is loaded from a saved game.
- OnMapTransition
- Fired when the map is loaded due to a level transition.
- OnBackgroundMap
- Fired when the map is loaded as a background to the main menu.
- OnMultiNewMap
- Fired only in multiplayer, when a new map is loaded.
- OnMultiNewRound
- Fired only in multiplayer, when a new round is started. Only fired in multiplayer games that use round-based gameplay.